Coaxing Spell (Feat): Difference between revisions
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{{Template:Feats | {{Template:Feats | ||
|Category=[[Category:Metamagic Feats]][[Category: | |Category=[[Category:Metamagic Feats]][[Category:Heroic Tier (11-15)]] | ||
|Flavor= | |Flavor=Your incredible magics can coax and entice the most amazing tricks out of even mindless vermin and oozes. | ||
|Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}} | |Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}} | ||
| Prerequisites| | | Prerequisites|Caster Level 11 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}} | |||
| Unlocks| [[Linked Spell (Feat)]] | |||
}}</onlyinclude> | |||
|Benefit=This feat | |Benefit=This feat imprints an indelible command into the very fabric of the magic you send forth. All creatures who are affected by a Coaxing spell must make a special save immediately, based on Willpower, against the same DC as the base spell. All creatures who fail this special save (even if they are normally mindless or immune to mind-affecting spells) are under the [[Influenced]] condition. Note that since this condition takes effect after all other effects of the base spell, the monster may be affected even if the base spell inflicted damage, although ongoing damage such as Singed or Burned might cause problems with this ability. This feat can be extremely effective when combined with illusions or non-damaging spells. Any damaging synergies laid by the original spell serve to break the condition if they are triggered. The GM adjudicates all unusual circumstances. | ||
| LevelInc=<onlyinclude>{{#ifeq:{{{transcludesection|LevelInc}}} | | LevelInc=<onlyinclude>{{#ifeq:{{{transcludesection|LevelInc}}} | ||
| LevelInc|+ | | LevelInc|+3 | ||
}}</onlyinclude> (A coaxing spell uses a spell slot | }}</onlyinclude> (A coaxing spell uses a spell slot 3 levels higher than the spell's actual level.) | ||
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | | ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | ||
| ShortDesc| | | ShortDesc|Your spells nudge those they affect to do your bidding. | ||
}}</onlyinclude> | }}</onlyinclude> | ||
}} | }} |
Latest revision as of 19:25, 10 April 2020
Your incredible magics can coax and entice the most amazing tricks out of even mindless vermin and oozes.
Prerequisites: Caster Level 11
Related: Linked Spell (Feat)
Benefit: This feat imprints an indelible command into the very fabric of the magic you send forth. All creatures who are affected by a Coaxing spell must make a special save immediately, based on Willpower, against the same DC as the base spell. All creatures who fail this special save (even if they are normally mindless or immune to mind-affecting spells) are under the Influenced condition. Note that since this condition takes effect after all other effects of the base spell, the monster may be affected even if the base spell inflicted damage, although ongoing damage such as Singed or Burned might cause problems with this ability. This feat can be extremely effective when combined with illusions or non-damaging spells. Any damaging synergies laid by the original spell serve to break the condition if they are triggered. The GM adjudicates all unusual circumstances.
Level Increase: +3 (A coaxing spell uses a spell slot 3 levels higher than the spell's actual level.)